I'm designing a ride, more for practice than for anything else. With my story and theme, I can pull screen shots from the movie of the ride vehicle for my practice ride, based on the Disney movie Emperor's New Groove. When I pull the imformation together, can someone tell me how a pitch is made? I spend so much of my time bored, when I should be doing something to keep me moving forward.

Your selling of the idea is most important next to the integrity of the design itself. Just as you develop an attraction, you must also develop your tactics/strategy for conveying the idea as effectively as possible. I ALWAYS write down not only all the points I will cover concerning the subject, but also the tactics I will enlist to best appeal to the (exact/particular) people I will be engaging in order to get desirable results from the presentation. Your tactics should always be contoured towards who it is your are speaking to and the current situation of the industry and/or particular park and guests (this requires ah bit ah recon. ). Be sure to memorize your outline so you can deliver it as efficiently as possible and remember not to be repetative or too technical, concentrate more on the feelings the guests will have and the positive effect the ride will have on the park. Also, the more competent, capable and imaginative you are perceived to be, the greater the chances of your success and possible employment besides .

Most often we should try and excite people about the idea, just as we are excited (but dont over do it, as that can suggest a lack of confidence and experience ). Spent a little time talking about it from the guests point of view and make sure that your idea includes something that will distinguish the guests experience in a new and profound way that other rides fail to offer. Do not think in terms of making your ride as good as the competition, instead, make your objective to design a greater concept that is yet unrealized. As it is stated in this site "if you can dream it, you can build it" (ehem, within reason / no rocket ships [what would NASA say] )

P.S. learn about CRITICAL THOUGHT, it is a remarkable resource, like salt, it makes everything better .

Last edited by Silito on Wed Apr 30, 2008 12:53 pm; edited 1 time in total

1) Learn to speak naturally in front of people. I have a friend who can be best be described as "not good with the words" and there have been times where he had an amazing idea that people didn't receive well because he's just not a good speaker. A little sad

2) Don't try to show laymen technical drawings. They just don't connect and even if it is a more technical person they might not be used to your particular methods and how to read them. A good example would be one design meeting I was at where the director was discussing the areas of the stage with the design team. The director had no interest in discussing the printed groundplan or looking at the CAD/cyber model. Instead he focused on my thrown-together white model I was putting together (just to help myself see some of the spaces as I flesh out areas of the design.)

It taught me that people want to be able to see and explore things easily - the less left to their imagination the better.

That isn't to say you don't use technical drawings to clarify things in a presentation, like a groundplan reinforcing a model or a series of renderings of show scenes, but you don't just give them that assuming they'll have any inkling of how to read it properly.

I mean take a ride from concept to...well, as far as I can logically for practice. This video is a bunch of images from the movie, just to give you a rough idea of what I'm talking about. As they say, a picture is worth 1,000 words:

Yes they are, though it will have a different title. Go to www.mystmovie.com to see the production blog, which is actually an interesting view into film making for anyone. The script is just about finished, and they plan to make a trailer first as a test. They got John Howe (Lord of the Rings, Chronicles of Narnia) to do artwork, it looks amazing.